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vcmi/lib/NetPacksLib.cpp
Arseniy Shestakov ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00

1623 lines
42 KiB
C++

/*
* NetPacksLib.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "NetPacks.h"
#include "CGeneralTextHandler.h"
#include "mapObjects/CObjectClassesHandler.h"
#include "CArtHandler.h"
#include "CHeroHandler.h"
#include "mapObjects/CObjectHandler.h"
#include "CModHandler.h"
#include "VCMI_Lib.h"
#include "mapping/CMap.h"
#include "spells/CSpellHandler.h"
#include "CCreatureHandler.h"
#include "CGameState.h"
#include "CStack.h"
#include "battle/BattleInfo.h"
#include "CTownHandler.h"
#include "mapping/CMapInfo.h"
#include "StartInfo.h"
#include "CPlayerState.h"
DLL_LINKAGE void SetResources::applyGs(CGameState *gs)
{
assert(player < PlayerColor::PLAYER_LIMIT);
if(abs)
gs->getPlayer(player)->resources = res;
else
gs->getPlayer(player)->resources += res;
//just ensure that player resources are not negative
//server is responsible to check if player can afford deal
//but events on server side are allowed to take more than player have
gs->getPlayer(player)->resources.positive();
}
DLL_LINKAGE void SetPrimSkill::applyGs(CGameState *gs)
{
CGHeroInstance * hero = gs->getHero(id);
assert(hero);
hero->setPrimarySkill(which, val, abs);
}
DLL_LINKAGE void SetSecSkill::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(id);
hero->setSecSkillLevel(which, val, abs);
}
DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs)
{
CCommanderInstance * commander = gs->getHero(heroid)->commander;
assert (commander);
switch (which)
{
case BONUS:
commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
break;
case SPECIAL_SKILL:
commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
commander->specialSKills.insert (additionalInfo);
break;
case SECONDARY_SKILL:
commander->secondarySkills[additionalInfo] = amount;
break;
case ALIVE:
if (amount)
commander->setAlive(true);
else
commander->setAlive(false);
break;
case EXPERIENCE:
commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
break;
}
}
DLL_LINKAGE void AddQuest::applyGs(CGameState *gs)
{
assert (vstd::contains(gs->players, player));
auto vec = &gs->players[player].quests;
if (!vstd::contains(*vec, quest))
vec->push_back (quest);
else
logNetwork->warn("Warning! Attempt to add duplicated quest");
}
DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState *gs)
{
VLC->arth->minors = minors;
VLC->arth->majors = majors;
VLC->arth->treasures = treasures;
VLC->arth->relics = relics;
}
DLL_LINKAGE void UpdateMapEvents::applyGs(CGameState *gs)
{
gs->map->events = events;
}
DLL_LINKAGE void UpdateCastleEvents::applyGs(CGameState *gs)
{
auto t = gs->getTown(town);
t->events = events;
}
DLL_LINKAGE void ChangeFormation::applyGs(CGameState *gs)
{
gs->getHero(hid)->setFormation(formation);
}
DLL_LINKAGE void HeroVisitCastle::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(hid);
CGTownInstance *t = gs->getTown(tid);
assert(h);
assert(t);
if(start())
t->setVisitingHero(h);
else
t->setVisitingHero(nullptr);
}
DLL_LINKAGE void ChangeSpells::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(hid);
if(learn)
for(auto sid : spells)
hero->spells.insert(sid);
else
for(auto sid : spells)
hero->spells.erase(sid);
}
DLL_LINKAGE void SetMana::applyGs(CGameState *gs)
{
CGHeroInstance * hero = gs->getHero(hid);
assert(hero);
if(absolute)
hero->mana = val;
else
hero->mana += val;
vstd::amax(hero->mana, 0); //not less than 0
}
DLL_LINKAGE void SetMovePoints::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(hid);
assert(hero);
if(absolute)
hero->movement = val;
else
hero->movement += val;
vstd::amax(hero->movement, 0); //not less than 0
}
DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
{
TeamState * team = gs->getPlayerTeam(player);
for(int3 t : tiles)
team->fogOfWarMap[t.x][t.y][t.z] = mode;
if (mode == 0) //do not hide too much
{
std::unordered_set<int3, ShashInt3> tilesRevealed;
for (auto & elem : gs->map->objects)
{
const CGObjectInstance *o = elem;
if (o)
{
switch(o->ID)
{
case Obj::HERO:
case Obj::MINE:
case Obj::TOWN:
case Obj::ABANDONED_MINE:
if(vstd::contains(team->players, o->tempOwner)) //check owned observators
gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
break;
}
}
}
for(int3 t : tilesRevealed) //probably not the most optimal solution ever
team->fogOfWarMap[t.x][t.y][t.z] = 1;
}
}
DLL_LINKAGE void SetAvailableHeroes::applyGs(CGameState *gs)
{
PlayerState *p = gs->getPlayer(player);
p->availableHeroes.clear();
for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
{
CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]].get() : nullptr);
if(h && army[i])
h->setToArmy(army[i]);
p->availableHeroes.push_back(h);
}
}
DLL_LINKAGE void GiveBonus::applyGs(CGameState *gs)
{
CBonusSystemNode *cbsn = nullptr;
switch(who)
{
case HERO:
cbsn = gs->getHero(ObjectInstanceID(id));
break;
case PLAYER:
cbsn = gs->getPlayer(PlayerColor(id));
break;
case TOWN:
cbsn = gs->getTown(ObjectInstanceID(id));
break;
}
assert(cbsn);
if(Bonus::OneWeek(&bonus))
bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
auto b = std::make_shared<Bonus>(bonus);
cbsn->addNewBonus(b);
std::string &descr = b->description;
if(!bdescr.message.size()
&& bonus.source == Bonus::OBJECT
&& (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))
{
descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
}
else
{
bdescr.toString(descr);
}
// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
}
DLL_LINKAGE void ChangeObjPos::applyGs(CGameState *gs)
{
CGObjectInstance *obj = gs->getObjInstance(objid);
if(!obj)
{
logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
return;
}
gs->map->removeBlockVisTiles(obj);
obj->pos = nPos;
gs->map->addBlockVisTiles(obj);
}
DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState *gs)
{
switch (mode) {
case VISITOR_ADD:
gs->getHero(hero)->visitedObjects.insert(object);
gs->getPlayer(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
break;
case VISITOR_ADD_TEAM:
{
TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
for (auto & color : ts->players)
{
gs->getPlayer(color)->visitedObjects.insert(object);
}
}
break;
case VISITOR_CLEAR:
for (CGHeroInstance * hero : gs->map->allHeroes)
{
if (hero)
{
hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
}
}
for(auto &elem : gs->players)
{
elem.second.visitedObjects.erase(object);
}
break;
case VISITOR_REMOVE:
gs->getHero(hero)->visitedObjects.erase(object);
break;
}
}
DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState *gs)
{
PlayerState *p = gs->getPlayer(player);
if(victoryLossCheckResult.victory())
{
p->status = EPlayerStatus::WINNER;
// TODO: Campaign-specific code might as well go somewhere else
if(p->human && gs->scenarioOps->campState)
{
std::vector<CGHeroInstance *> crossoverHeroes;
for (CGHeroInstance * hero : gs->map->heroesOnMap)
{
if (hero->tempOwner == player)
{
// keep all heroes from the winning player
crossoverHeroes.push_back(hero);
}
else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
{
// keep hero whether lost or won (like Xeron in AB campaign)
crossoverHeroes.push_back(hero);
}
}
// keep lost heroes which are in heroes pool
for (auto & heroPair : gs->hpool.heroesPool)
{
if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
{
crossoverHeroes.push_back(heroPair.second.get());
}
}
gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
}
}
else
{
p->status = EPlayerStatus::LOSER;
}
}
DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
{
CBonusSystemNode *node;
if (who == HERO)
node = gs->getHero(ObjectInstanceID(whoID));
else
node = gs->getPlayer(PlayerColor(whoID));
BonusList &bonuses = node->getExportedBonusList();
for (int i = 0; i < bonuses.size(); i++)
{
auto b = bonuses[i];
if(b->source == source && b->sid == id)
{
bonus = *b; //backup bonus (to show to interfaces later)
node->removeBonus(b);
break;
}
}
}
DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
{
CGObjectInstance *obj = gs->getObjInstance(id);
logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());
//unblock tiles
gs->map->removeBlockVisTiles(obj);
if(obj->ID==Obj::HERO)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
PlayerState *p = gs->getPlayer(h->tempOwner);
gs->map->heroesOnMap -= h;
p->heroes -= h;
h->detachFrom(h->whereShouldBeAttached(gs));
h->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
vstd::erase_if(h->artifactsInBackpack, [](const ArtSlotInfo& asi)
{
return asi.artifact->artType->id == ArtifactID::GRAIL;
});
if(h->visitedTown)
{
if(h->inTownGarrison)
h->visitedTown->garrisonHero = nullptr;
else
h->visitedTown->visitingHero = nullptr;
h->visitedTown = nullptr;
}
//return hero to the pool, so he may reappear in tavern
gs->hpool.heroesPool[h->subID] = h;
if(!vstd::contains(gs->hpool.pavailable, h->subID))
gs->hpool.pavailable[h->subID] = 0xff;
gs->map->objects[id.getNum()] = nullptr;
//If hero on Boat is removed, the Boat disappears
if(h->boat)
{
gs->map->instanceNames.erase(h->boat->instanceName);
gs->map->objects[h->boat->id.getNum()].dellNull();
h->boat = nullptr;
}
return;
}
auto quest = dynamic_cast<const IQuestObject *>(obj);
if (quest)
{
gs->map->quests[quest->quest->qid] = nullptr;
for (auto &player : gs->players)
{
for (auto &q : player.second.quests)
{
if (q.obj == obj)
{
q.obj = nullptr;
}
}
}
}
for (TriggeredEvent & event : gs->map->triggeredEvents)
{
auto patcher = [&](EventCondition cond) -> EventExpression::Variant
{
if (cond.object == obj)
{
if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
{
cond.condition = EventCondition::CONST_VALUE;
cond.value = 1; // destroyed object, from now on always fulfilled
}
else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
{
cond.condition = EventCondition::CONST_VALUE;
cond.value = 0; // destroyed object, from now on can not be fulfilled
}
}
return cond;
};
event.trigger = event.trigger.morph(patcher);
}
gs->map->instanceNames.erase(obj->instanceName);
gs->map->objects[id.getNum()].dellNull();
gs->map->calculateGuardingGreaturePositions();
}
static int getDir(int3 src, int3 dst)
{
int ret = -1;
if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
{
ret = 1;
}
else if(dst.x == src.x && dst.y+1 == src.y) //t
{
ret = 2;
}
else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
{
ret = 3;
}
else if(dst.x-1 == src.x && dst.y == src.y) //r
{
ret = 4;
}
else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
{
ret = 5;
}
else if(dst.x == src.x && dst.y-1 == src.y) //b
{
ret = 6;
}
else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
{
ret = 7;
}
else if(dst.x+1 == src.x && dst.y == src.y) //l
{
ret = 8;
}
return ret;
}
void TryMoveHero::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(id);
if (!h)
{
logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
return;
}
h->movement = movePoints;
if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
{
auto dir = getDir(start,end);
if(dir > 0 && dir <= 8)
h->moveDir = dir;
//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
}
if(result == EMBARK) //hero enters boat at destination tile
{
const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
h->boat = boat;
boat->hero = h;
}
else if(result == DISEMBARK) //hero leaves boat to destination tile
{
CGBoat *b = const_cast<CGBoat *>(h->boat);
b->direction = h->moveDir;
b->pos = start;
b->hero = nullptr;
gs->map->addBlockVisTiles(b);
h->boat = nullptr;
}
if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
{
gs->map->removeBlockVisTiles(h);
h->pos = end;
if(CGBoat *b = const_cast<CGBoat *>(h->boat))
b->pos = end;
gs->map->addBlockVisTiles(h);
}
for(int3 t : fowRevealed)
gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
}
DLL_LINKAGE void NewStructures::applyGs(CGameState *gs)
{
CGTownInstance *t = gs->getTown(tid);
for(const auto & id : bid)
{
assert(t->town->buildings.at(id) != nullptr);
t->builtBuildings.insert(id);
t->updateAppearance();
}
t->builded = builded;
t->recreateBuildingsBonuses();
}
DLL_LINKAGE void RazeStructures::applyGs(CGameState *gs)
{
CGTownInstance *t = gs->getTown(tid);
for(const auto & id : bid)
{
t->builtBuildings.erase(id);
t->updateAppearance();
}
t->destroyed = destroyed; //yeaha
t->recreateBuildingsBonuses();
}
DLL_LINKAGE void SetAvailableCreatures::applyGs(CGameState *gs)
{
CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->getObjInstance(tid));
assert(dw);
dw->creatures = creatures;
}
DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState *gs)
{
CGTownInstance *t = gs->getTown(tid);
CGHeroInstance *v = gs->getHero(visiting),
*g = gs->getHero(garrison);
bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
if(newVisitorComesFromGarrison)
t->setGarrisonedHero(nullptr);
if(newGarrisonComesFromVisiting)
t->setVisitingHero(nullptr);
if(!newGarrisonComesFromVisiting || v)
t->setVisitingHero(v);
if(!newVisitorComesFromGarrison || g)
t->setGarrisonedHero(g);
if(v)
{
gs->map->addBlockVisTiles(v);
}
if(g)
{
gs->map->removeBlockVisTiles(g);
}
}
DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs)
{
assert(vstd::contains(gs->hpool.heroesPool, hid));
CGHeroInstance *h = gs->hpool.heroesPool[hid];
CGTownInstance *t = gs->getTown(tid);
PlayerState *p = gs->getPlayer(player);
assert(!h->boat);
h->setOwner(player);
h->pos = tile;
bool fresh = !h->isInitialized();
if(fresh)
{ // this is a fresh hero who hasn't appeared yet
h->movement = h->maxMovePoints(true);
}
gs->hpool.heroesPool.erase(hid);
if(h->id == ObjectInstanceID())
{
h->id = ObjectInstanceID(gs->map->objects.size());
gs->map->objects.push_back(h);
}
else
gs->map->objects[h->id.getNum()] = h;
gs->map->heroesOnMap.push_back(h);
p->heroes.push_back(h);
h->attachTo(p);
if(fresh)
{
h->initObj(gs->getRandomGenerator());
}
gs->map->addBlockVisTiles(h);
if(t)
{
t->setVisitingHero(h);
}
}
DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(id);
//bonus system
h->detachFrom(&gs->globalEffects);
h->attachTo(gs->getPlayer(player));
h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->id)->getTemplates().front();
gs->map->removeBlockVisTiles(h,true);
h->setOwner(player);
h->movement = h->maxMovePoints(true);
gs->map->heroesOnMap.push_back(h);
gs->getPlayer(h->getOwner())->heroes.push_back(h);
gs->map->addBlockVisTiles(h);
h->inTownGarrison = false;
}
DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
{
const TerrainTile &t = gs->map->getTile(pos);
ETerrainType terrainType = t.terType;
CGObjectInstance *o = nullptr;
switch(ID)
{
case Obj::BOAT:
o = new CGBoat();
terrainType = ETerrainType::WATER; //TODO: either boat should only spawn on water, or all water objects should be handled this way
break;
case Obj::MONSTER: //probably more options will be needed
o = new CGCreature();
{
//CStackInstance hlp;
CGCreature *cre = static_cast<CGCreature*>(o);
//cre->slots[0] = hlp;
cre->notGrowingTeam = cre->neverFlees = 0;
cre->character = 2;
cre->gainedArtifact = ArtifactID::NONE;
cre->identifier = -1;
cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
}
break;
default:
o = new CGObjectInstance();
break;
}
o->ID = ID;
o->subID = subID;
o->pos = pos;
o->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front();
id = o->id = ObjectInstanceID(gs->map->objects.size());
gs->map->objects.push_back(o);
gs->map->addBlockVisTiles(o);
o->initObj(gs->getRandomGenerator());
gs->map->calculateGuardingGreaturePositions();
logGlobal->debug("Added object id=%d; address=%x; name=%s", id, (intptr_t)o, o->getObjectName());
}
DLL_LINKAGE void NewArtifact::applyGs(CGameState *gs)
{
assert(!vstd::contains(gs->map->artInstances, art));
gs->map->addNewArtifactInstance(art);
assert(!art->getParentNodes().size());
art->setType(art->artType);
if (CCombinedArtifactInstance* cart = dynamic_cast<CCombinedArtifactInstance*>(art.get()))
cart->createConstituents();
}
DLL_LINKAGE const CStackInstance * StackLocation::getStack()
{
if(!army->hasStackAtSlot(slot))
{
logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
return nullptr;
}
return &army->getStack(slot);
}
struct ObjectRetriever : boost::static_visitor<const CArmedInstance *>
{
const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
{
return h;
}
const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
{
return s->armyObj;
}
};
template <typename T>
struct GetBase : boost::static_visitor<T*>
{
template <typename TArg>
T * operator()(TArg &arg) const
{
return arg;
}
};
DLL_LINKAGE void ArtifactLocation::removeArtifact()
{
CArtifactInstance *a = getArt();
assert(a);
a->removeFrom(*this);
}
DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const
{
return boost::apply_visitor(ObjectRetriever(), artHolder);
}
DLL_LINKAGE PlayerColor ArtifactLocation::owningPlayer() const
{
auto obj = relatedObj();
return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
}
DLL_LINKAGE CArtifactSet *ArtifactLocation::getHolderArtSet()
{
return boost::apply_visitor(GetBase<CArtifactSet>(), artHolder);
}
DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
{
return boost::apply_visitor(GetBase<CBonusSystemNode>(), artHolder);
}
DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
{
const ArtSlotInfo *s = getSlot();
if(s && s->artifact)
{
if(!s->locked)
return s->artifact;
else
{
logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
return nullptr;
}
}
return nullptr;
}
DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const
{
ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
return t->getHolderArtSet();
}
DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const
{
ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
return t->getHolderNode();
}
DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt()
{
const ArtifactLocation *t = this;
return const_cast<CArtifactInstance*>(t->getArt());
}
DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const
{
return getHolderArtSet()->getSlot(slot);
}
DLL_LINKAGE void ChangeStackCount::applyGs(CGameState * gs)
{
auto srcObj = gs->getArmyInstance(army);
if(!srcObj)
logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
if(absoluteValue)
srcObj->setStackCount(slot, count);
else
srcObj->changeStackCount(slot, count);
}
DLL_LINKAGE void SetStackType::applyGs(CGameState * gs)
{
auto srcObj = gs->getArmyInstance(army);
if(!srcObj)
logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
srcObj->setStackType(slot, type);
}
DLL_LINKAGE void EraseStack::applyGs(CGameState * gs)
{
auto srcObj = gs->getArmyInstance(army);
if(!srcObj)
logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
srcObj->eraseStack(slot);
}
DLL_LINKAGE void SwapStacks::applyGs(CGameState * gs)
{
auto srcObj = gs->getArmyInstance(srcArmy);
if(!srcObj)
logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
auto dstObj = gs->getArmyInstance(dstArmy);
if(!dstObj)
logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
CStackInstance * s1 = srcObj->detachStack(srcSlot);
CStackInstance * s2 = dstObj->detachStack(dstSlot);
srcObj->putStack(srcSlot, s2);
dstObj->putStack(dstSlot, s1);
}
DLL_LINKAGE void InsertNewStack::applyGs(CGameState *gs)
{
auto s = new CStackInstance(type, count);
auto obj = gs->getArmyInstance(army);
if(obj)
obj->putStack(slot, s);
else
logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
}
DLL_LINKAGE void RebalanceStacks::applyGs(CGameState * gs)
{
auto srcObj = gs->getArmyInstance(srcArmy);
if(!srcObj)
logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
auto dstObj = gs->getArmyInstance(dstArmy);
if(!dstObj)
logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
StackLocation src(srcObj, srcSlot);
StackLocation dst(dstObj, dstSlot);
const CCreature * srcType = src.army->getCreature(src.slot);
TQuantity srcCount = src.army->getStackCount(src.slot);
bool stackExp = VLC->modh->modules.STACK_EXP;
if(srcCount == count) //moving whole stack
{
if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge
{
assert(c == srcType);
UNUSED(c);
auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
auto artHere = alHere.getArt();
auto artDest = alDest.getArt();
if (artHere)
{
if (alDest.getArt())
{
auto hero = dynamic_cast <CGHeroInstance *>(src.army.get());
if (hero)
{
artDest->move (alDest, ArtifactLocation (hero, alDest.getArt()->firstBackpackSlot (hero)));
}
//else - artifact cna be lost :/
else
{
logNetwork->warn("Artifact is present at destination slot!");
}
artHere->move (alHere, alDest);
//TODO: choose from dialog
}
else //just move to the other slot before stack gets erased
{
artHere->move (alHere, alDest);
}
}
if (stackExp)
{
ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
src.army->eraseStack(src.slot);
dst.army->changeStackCount(dst.slot, count);
dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
}
else
{
src.army->eraseStack(src.slot);
dst.army->changeStackCount(dst.slot, count);
}
}
else //move stack to an empty slot, no exp change needed
{
CStackInstance *stackDetached = src.army->detachStack(src.slot);
dst.army->putStack(dst.slot, stackDetached);
}
}
else
{
if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance
{
assert(c == srcType);
UNUSED(c);
if (stackExp)
{
ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
src.army->changeStackCount(src.slot, -count);
dst.army->changeStackCount(dst.slot, count);
dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
}
else
{
src.army->changeStackCount(src.slot, -count);
dst.army->changeStackCount(dst.slot, count);
}
}
else //split stack to an empty slot
{
src.army->changeStackCount(src.slot, -count);
dst.army->addToSlot(dst.slot, srcType->idNumber, count, false);
if (stackExp)
dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
}
}
CBonusSystemNode::treeHasChanged();
}
DLL_LINKAGE void PutArtifact::applyGs(CGameState *gs)
{
assert(art->canBePutAt(al));
art->putAt(al);
//al.hero->putArtifact(al.slot, art);
}
DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
{
auto slot = al.getSlot();
if(slot->locked)
{
logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->Name());
DisassembledArtifact dis;
dis.al.artHolder = al.artHolder;
auto aset = al.getHolderArtSet();
#ifndef NDEBUG
bool found = false;
#endif
for(auto& p : aset->artifactsWorn)
{
auto art = p.second.artifact;
if(art->canBeDisassembled() && art->isPart(slot->artifact))
{
dis.al.slot = aset->getArtPos(art);
#ifndef NDEBUG
found = true;
#endif
break;
}
}
assert(found && "Failed to determine the assembly this locked artifact belongs to");
logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->Name());
dis.applyGs(gs);
}
else
{
logGlobal->debug("Erasing artifact %s", slot->artifact->artType->Name());
}
al.removeArtifact();
}
DLL_LINKAGE void MoveArtifact::applyGs(CGameState *gs)
{
CArtifactInstance *a = src.getArt();
if(dst.slot < GameConstants::BACKPACK_START)
assert(!dst.getArt());
a->move(src, dst);
//TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
if (a->artType->id == ArtifactID::TITANS_THUNDER && dst.slot == ArtifactPosition::RIGHT_HAND) //Titan's Thunder creates new spellbook on equip
{
auto hPtr = boost::get<ConstTransitivePtr<CGHeroInstance> >(&dst.artHolder);
if(hPtr)
{
CGHeroInstance *h = *hPtr;
if(h && !h->hasSpellbook())
gs->giveHeroArtifact(h, ArtifactID::SPELLBOOK);
}
}
}
DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
{
CArtifactSet *artSet = al.getHolderArtSet();
const CArtifactInstance *transformedArt = al.getArt();
assert(transformedArt);
assert(vstd::contains(transformedArt->assemblyPossibilities(artSet), builtArt));
UNUSED(transformedArt);
auto combinedArt = new CCombinedArtifactInstance(builtArt);
gs->map->addNewArtifactInstance(combinedArt);
//retrieve all constituents
for(const CArtifact * constituent : *builtArt->constituents)
{
ArtifactPosition pos = artSet->getArtPos(constituent->id);
assert(pos >= 0);
CArtifactInstance *constituentInstance = artSet->getArt(pos);
//move constituent from hero to be part of new, combined artifact
constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
combinedArt->addAsConstituent(constituentInstance, pos);
if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot) && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos))
al.slot = pos;
}
//put new combined artifacts
combinedArt->putAt(al);
}
DLL_LINKAGE void DisassembledArtifact::applyGs(CGameState *gs)
{
CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());
assert(disassembled);
std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
disassembled->removeFrom(al);
for(CCombinedArtifactInstance::ConstituentInfo &ci : constituents)
{
ArtifactLocation constituentLoc = al;
constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
disassembled->detachFrom(ci.art);
ci.art->putAt(constituentLoc);
}
gs->map->eraseArtifactInstance(disassembled);
}
DLL_LINKAGE void HeroVisit::applyGs(CGameState *gs)
{
}
DLL_LINKAGE void SetAvailableArtifacts::applyGs(CGameState *gs)
{
if(id >= 0)
{
if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))
{
bm->artifacts = arts;
}
else
{
logNetwork->error("Wrong black market id!");
}
}
else
{
CGTownInstance::merchantArtifacts = arts;
}
}
DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
{
gs->day = day;
// Update bonuses before doing anything else so hero don't get more MP than needed
gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
gs->globalEffects.reduceBonusDurations(Bonus::NDays);
gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
for(NewTurn::Hero h : heroes) //give mana/movement point
{
CGHeroInstance *hero = gs->getHero(h.id);
if(!hero)
{
// retreated or surrendered hero who has not been reset yet
for(auto& hp : gs->hpool.heroesPool)
{
if(hp.second->id == h.id)
{
hero = hp.second;
break;
}
}
}
if(!hero)
{
logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
continue;
}
hero->movement = h.move;
hero->mana = h.mana;
}
for(auto i = res.cbegin(); i != res.cend(); i++)
{
assert(i->first < PlayerColor::PLAYER_LIMIT);
gs->getPlayer(i->first)->resources = i->second;
}
for(auto creatureSet : cres) //set available creatures in towns
creatureSet.second.applyGs(gs);
for(CGTownInstance* t : gs->map->towns)
t->builded = 0;
if(gs->getDate(Date::DAY_OF_WEEK) == 1)
gs->updateRumor();
//count days without town for all players, regardless of their turn order
for (auto &p : gs->players)
{
PlayerState & playerState = p.second;
if (playerState.status == EPlayerStatus::INGAME)
{
if (playerState.towns.empty())
{
if (playerState.daysWithoutCastle)
++(*playerState.daysWithoutCastle);
else
playerState.daysWithoutCastle = boost::make_optional(0);
}
else
{
playerState.daysWithoutCastle = boost::none;
}
}
}
}
DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs)
{
CGObjectInstance *obj = gs->getObjInstance(id);
if(!obj)
{
logNetwork->error("Wrong object ID - property cannot be set!");
return;
}
CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);
if(what == ObjProperty::OWNER && cai)
{
if(obj->ID == Obj::TOWN)
{
CGTownInstance *t = static_cast<CGTownInstance*>(obj);
if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
gs->getPlayer(t->tempOwner)->towns -= t;
if(val < PlayerColor::PLAYER_LIMIT_I)
{
PlayerState * p = gs->getPlayer(PlayerColor(val));
p->towns.push_back(t);
//reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
if(p->daysWithoutCastle)
p->daysWithoutCastle = boost::none;
}
}
CBonusSystemNode *nodeToMove = cai->whatShouldBeAttached();
nodeToMove->detachFrom(cai->whereShouldBeAttached(gs));
obj->setProperty(what,val);
nodeToMove->attachTo(cai->whereShouldBeAttached(gs));
}
else //not an armed instance
{
obj->setProperty(what,val);
}
}
DLL_LINKAGE void PrepareHeroLevelUp::applyGs(CGameState * gs)
{
auto hero = gs->getHero(heroId);
assert(hero);
auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
{
skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
}
else
{
skills = proposedSkills;
}
}
DLL_LINKAGE void HeroLevelUp::applyGs(CGameState * gs)
{
auto hero = gs->getHero(heroId);
assert(hero);
hero->levelUp(skills);
}
DLL_LINKAGE void CommanderLevelUp::applyGs(CGameState * gs)
{
auto hero = gs->getHero(heroId);
assert(hero);
auto commander = hero->commander;
assert(commander);
commander->levelUp();
}
DLL_LINKAGE void BattleStart::applyGs(CGameState *gs)
{
gs->curB = info;
gs->curB->localInit();
}
DLL_LINKAGE void BattleNextRound::applyGs(CGameState *gs)
{
gs->curB->nextRound(round);
}
DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState *gs)
{
gs->curB->nextTurn(stack);
}
DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
{
CStack * st = gs->curB->getStack(stackID);
assert(st);
switch(effect)
{
case Bonus::HP_REGENERATION:
{
int64_t toHeal = val;
st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
break;
}
case Bonus::MANA_DRAIN:
{
CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
st->drainedMana = true;
h->mana -= val;
vstd::amax(h->mana, 0);
break;
}
case Bonus::POISON:
{
auto b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON)
.And(Selector::type(Bonus::STACK_HEALTH)));
if (b)
b->val = val;
break;
}
case Bonus::ENCHANTER:
break;
case Bonus::FEAR:
st->fear = true;
break;
default:
logNetwork->error("Unrecognized trigger effect type %d", effect);
}
}
DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs)
{
if(gs->curB)
gs->curB->si.gateState = state;
}
void BattleResult::applyGs(CGameState *gs)
{
for (auto & elem : gs->curB->stacks)
delete elem;
for(int i = 0; i < 2; ++i)
{
if(auto h = gs->curB->battleGetFightingHero(i))
{
h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
if (h->commander && h->commander->alive)
{
for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts
{
art.second.artifact->artType->levelUpArtifact (art.second.artifact);
}
}
}
}
if(VLC->modh->modules.STACK_EXP)
{
for(int i = 0; i < 2; i++)
if(exp[i])
gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]);
CBonusSystemNode::treeHasChanged();
}
for(int i = 0; i < 2; i++)
gs->curB->battleGetArmyObject(i)->battle = nullptr;
gs->curB.dellNull();
}
DLL_LINKAGE void BattleStackMoved::applyGs(CGameState *gs)
{
applyBattle(gs->curB);
}
DLL_LINKAGE void BattleStackMoved::applyBattle(IBattleState * battleState)
{
battleState->moveUnit(stack, tilesToMove.back());
}
DLL_LINKAGE void BattleStackAttacked::applyGs(CGameState * gs)
{
applyBattle(gs->curB);
}
DLL_LINKAGE void BattleStackAttacked::applyBattle(IBattleState * battleState)
{
battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
}
DLL_LINKAGE void BattleAttack::applyGs(CGameState * gs)
{
CStack * attacker = gs->curB->getStack(stackAttacking);
assert(attacker);
attackerChanges.applyGs(gs);
for(BattleStackAttacked & stackAttacked : bsa)
stackAttacked.applyGs(gs);
attacker->removeBonusesRecursive(Bonus::UntilAttack);
}
DLL_LINKAGE void StartAction::applyGs(CGameState *gs)
{
CStack *st = gs->curB->getStack(ba.stackNumber);
if(ba.actionType == EActionType::END_TACTIC_PHASE)
{
gs->curB->tacticDistance = 0;
return;
}
if(gs->curB->tacticDistance)
{
// moves in tactics phase do not affect creature status
// (tactics stack queue is managed by client)
return;
}
if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero
{
assert(st);
}
else
{
gs->curB->sides[ba.side].usedSpellsHistory.push_back(SpellID(ba.actionSubtype).toSpell());
}
switch(ba.actionType)
{
case EActionType::DEFEND:
st->waiting = false;
st->defending = true;
st->defendingAnim = true;
break;
case EActionType::WAIT:
st->defendingAnim = false;
st->waiting = true;
break;
case EActionType::HERO_SPELL: //no change in current stack state
break;
default: //any active stack action - attack, catapult, heal, spell...
st->waiting = false;
st->defendingAnim = false;
st->movedThisRound = true;
break;
}
}
DLL_LINKAGE void BattleSpellCast::applyGs(CGameState *gs)
{
assert(gs->curB);
if(castByHero)
{
if(side < 2)
{
gs->curB->sides[side].castSpellsCount++;
}
}
}
DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs)
{
applyBattle(gs->curB);
}
DLL_LINKAGE void SetStackEffect::applyBattle(IBattleState * battleState)
{
for(const auto & stackData : toRemove)
battleState->removeUnitBonus(stackData.first, stackData.second);
for(const auto & stackData : toUpdate)
battleState->updateUnitBonus(stackData.first, stackData.second);
for(const auto & stackData : toAdd)
battleState->addUnitBonus(stackData.first, stackData.second);
}
DLL_LINKAGE void StacksInjured::applyGs(CGameState *gs)
{
applyBattle(gs->curB);
}
DLL_LINKAGE void StacksInjured::applyBattle(IBattleState * battleState)
{
for(BattleStackAttacked stackAttacked : stacks)
stackAttacked.applyBattle(battleState);
}
DLL_LINKAGE void BattleUnitsChanged::applyGs(CGameState *gs)
{
applyBattle(gs->curB);
}
DLL_LINKAGE void BattleUnitsChanged::applyBattle(IBattleState * battleState)
{
for(auto & elem : changedStacks)
{
switch(elem.operation)
{
case BattleChanges::EOperation::RESET_STATE:
battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
break;
case BattleChanges::EOperation::REMOVE:
battleState->removeUnit(elem.id);
break;
case BattleChanges::EOperation::ADD:
battleState->addUnit(elem.id, elem.data);
break;
default:
logNetwork->error("Unknown unit operation %d", (int)elem.operation);
break;
}
}
}
DLL_LINKAGE void BattleObstaclesChanged::applyGs(CGameState * gs)
{
if(gs->curB)
applyBattle(gs->curB);
}
DLL_LINKAGE void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
{
for(const auto & change : changes)
{
switch(change.operation)
{
case BattleChanges::EOperation::REMOVE:
battleState->removeObstacle(change.id);
break;
case BattleChanges::EOperation::ADD:
battleState->addObstacle(change);
break;
default:
logNetwork->error("Unknown obstacle operation %d", (int)change.operation);
break;
}
}
}
DLL_LINKAGE CatapultAttack::CatapultAttack()
{
attacker = -1;
}
DLL_LINKAGE CatapultAttack::~CatapultAttack()
{
}
DLL_LINKAGE void CatapultAttack::applyGs(CGameState * gs)
{
if(gs->curB)
applyBattle(gs->curB);
}
DLL_LINKAGE void CatapultAttack::applyBattle(IBattleState * battleState)
{
auto town = battleState->getDefendedTown();
if(!town)
return;
if(town->fortLevel() == CGTownInstance::NONE)
return;
for(const auto & part : attackedParts)
{
auto newWallState = SiegeInfo::applyDamage(EWallState::EWallState(battleState->getWallState(part.attackedPart)), part.damageDealt);
battleState->setWallState(part.attackedPart, newWallState);
}
}
DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState * gs)
{
CStack * stack = gs->curB->getStack(stackID);
switch(which)
{
case CASTS:
{
if(absolute)
logNetwork->error("Can not change casts in absolute mode");
else
stack->casts.use(-val);
break;
}
case ENCHANTER_COUNTER:
{
auto & counter = gs->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter;
if(absolute)
counter = val;
else
counter += val;
vstd::amax(counter, 0);
break;
}
case UNBIND:
{
stack->removeBonusesRecursive(Selector::type(Bonus::BIND_EFFECT));
break;
}
case CLONED:
{
stack->cloned = true;
break;
}
case HAS_CLONE:
{
stack->cloneID = val;
break;
}
}
}
DLL_LINKAGE void PlayerCheated::applyGs(CGameState *gs)
{
if(!player.isValidPlayer())
return;
gs->getPlayer(player)->enteredLosingCheatCode = losingCheatCode;
gs->getPlayer(player)->enteredWinningCheatCode = winningCheatCode;
}
DLL_LINKAGE void YourTurn::applyGs(CGameState *gs)
{
gs->currentPlayer = player;
auto & playerState = gs->players[player];
playerState.daysWithoutCastle = daysWithoutCastle;
}
DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)
: id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
{
}